A Wild Commander Battle Where Chaos Becomes Strategy

Rating

Video Reviewed
Rating8.7/10
The Hobbit w/ Post Malone! | Game Knights 87 | Magic: The Gathering Commander Gameplay MTG EDH

The most entertaining element of this Commander game is how quickly apparently reckless decisions become the foundation for everything that follows. Post Malone opens by sacrificing lands at an alarming rate to accelerate a Displacer Kitten onto the battlefield, prompting understandable disbelief from the rest of the table. For several turns, the gamble looks indefensible, particularly because the Kitten initially has nothing useful to blink. Once Rhystic Study, Aether Channeler, mana artifacts, and additional blink targets arrive, however, the strange opening develops into a formidable engine. That transformation gives the game an unusually strong narrative thread: everyone keeps waiting for Post's early choices to punish him, only for him to remain dangerous all the way to victory.

The Hobbit-themed decks provide more than cosmetic flavor because their commanders encourage noticeably different approaches. Rachel's Notary Hobbits generate enormous amounts of mana and allow her to deploy threats such as Portal to Phyrexia and Ulamog, while Jimmy's Tom, Bert, and William convert large creatures into substantial card draw. Josh's Smaug deck revolves around treasures, producing explosive sequences such as his Big Score and Fiery Storm play that leaves him with six treasures and eight new cards. Post's Elrond strategy is the most disruptive of the group, repeatedly blinking permanents and appropriating opposing threats. The episode consequently does a good job of demonstrating several different deck identities rather than merely placing new cards on camera.

The strongest stretch begins when Portal to Phyrexia repeatedly destabilizes the battlefield. Rachel initially uses it to force everyone to sacrifice creatures, then resurrects Post's Displacer Kitten and threatens to blink the Portal for additional sacrifice triggers. Control of the Kitten subsequently becomes almost a game within the game as Post retrieves it with Gilded Drake, protects it from removal, and exploits it alongside The One Ring and other permanents. Players repeatedly steal, bounce, destroy, resurrect, or otherwise repurpose one another's cards, making board ownership unusually temporary. That constant exchange is complicated, but it creates genuine strategic tension because seemingly resolved threats repeatedly return in new contexts.

Post Malone is also an effective guest because he participates as an enthusiastic player rather than functioning merely as celebrity decoration. His jokes fit comfortably into the group's banter, while his gameplay produces some of the episode's most consequential decisions. The appearance of the unique One Ring card is an obvious spectacle, but the episode wisely allows it to become part of the actual game rather than treating it solely as a display piece. Post then repeatedly uses the card for additional draws while Displacer Kitten helps extract further value. The combination of his affinity for the Middle-earth material, willingness to make risky plays, and interaction with the other players gives his appearance a natural connection to the episode's theme.

The match also succeeds because control of the game genuinely shifts several times. Rachel appears dominant after Portal to Phyrexia begins dismantling everyone else's boards; Post later takes over through Displacer Kitten, stolen creatures, The One Ring, and a large hand; Jimmy suddenly becomes dangerous after Vicious Rivalry finally clears much of Post's setup; and Josh nearly engineers a lethal sequence using Mirkwood Bats, treasures, and Sheoldred. Jimmy's eventual elimination is particularly memorable because he sacrifices creatures to dig repeatedly for an answer, finds Vendetta, and kills the attacking Goldspan Dragon at the cost of his own remaining life. Rachel then escapes what appears to be certain death by resurrecting Volatile Stormdrake and stealing Sheoldred before drawing her card. Those reversals make the eventual winner difficult to predict even late in the game.

The main weakness is presentation rather than gameplay. Commander at this power level already requires tracking numerous permanents, triggers, copied creatures, stolen cards, graveyards, mana sources, and interactions, and the episode layers extensive commentary and jokes onto that complexity. The explanatory cutaways are often useful—particularly when clarifying why certain blink, theft, or sacrifice interactions matter—but the sheer number of moving pieces can still become difficult to follow. The episode is also interrupted by several lengthy promotional sections for products, services, events, giveaways, and sponsors. Those segments are clearly separated from the match, but collectively they substantially interrupt a game whose greatest strength is its escalating momentum.

Despite that excess, the game itself provides an excellent payoff. Post eventually turns opponents' threats against them, survives repeated attempts to dismantle his board, and uses an overloaded Cyclonic Rift to erase Rachel's enormous Hydra army before attacking into the depleted table. Sheoldred then supplies the final pressure, leaving opponents unable to survive their normal draws. The victory feels especially fitting after an opening that had the entire table questioning Post's willingness to sacrifice his mana base. More importantly, the episode reaches that ending through interaction and reversals rather than one player simply assembling an uncontested engine.

Pros

  • Post Malone's highly aggressive opening creates an entertaining strategic storyline that continues all the way to his eventual victory.
  • The four decks have clearly differentiated plans involving blink effects, treasures, massive mana production, creature sacrifice, and theft.
  • Displacer Kitten, Portal to Phyrexia, Gilded Drake, and the repeatedly exchanged large creatures produce unusually dynamic interactions.
  • Multiple players legitimately appear capable of winning at different stages, keeping the outcome uncertain deep into the game.
  • Post's enthusiasm for both Magic and the Middle-earth theme makes him feel naturally integrated into the table.
  • Bringing the unique One Ring card into the actual game provides a memorable spectacle that also becomes mechanically relevant.
  • Explanatory commentary frequently helps clarify complicated strategic decisions and unusual card interactions.

Cons

  • The large number of triggers, stolen permanents, blink effects, graveyard interactions, and changing board states can become difficult to track.
  • Numerous extended promotional and sponsored segments significantly interrupt the momentum of an otherwise compelling match.
  • Rhystic Study draws an enormous number of cards because opponents repeatedly decline to pay for it, making portions of Post's eventual advantage feel partly self-inflicted by the rest of the table.
  • Some of the repeated jokes and reactions run longer than necessary during an already lengthy and mechanically dense game.

A remarkably interactive Commander match turns an apparently reckless opening into a long-running story of recovery, theft, board wipes, unlikely escapes, and constantly shifting threats. The density and promotional interruptions make the episode less streamlined than it could be, but the unpredictable gameplay, strong table chemistry, and genuine Middle-earth enthusiasm deliver an especially memorable Game Knights battle.

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